Kalaetheryan - Celestial Dragon

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Kalaetheryan
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Kalaetheryan - Celestial Dragon

Post by Kalaetheryan »

HJ Choices
HJ 1: Education, +3 Skill Points for Smarts-linked skills (2 Spellcasting, 1 Psionics)
HJ 2: Psionics, Auto-Raise Puppet
HJ 3: Psionics, +10 ISP
HJ 4: Training, +3 Skill Points for Fighting, Shooting, Athletics (1 each)
Kalaetheryan
Kalaetheryan
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Parry: 5; Toughness 42 (22)
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Kalaetheryan
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Re: Kalaetheryan - Celestial Dragon

Post by Kalaetheryan »

Character Name Kalaetheryan
Player: Christian / Snake Eyes

Rank: Veteran 3 Advances Left: 0
Race: Celestial Dragon (retrapped Royal Frilled)
Iconic Framework: Dragon Hatchling
Attributes: Agility d6 (1), Smarts d12 (2+2 adv), Spirit d8 (+2 adv), Strength d12+4 (IF + Larger), Vigor d10 (IF)
Pace: 6 (18 in Flight); Parry: 5; Toughness - Dragon: 42 (22); Toughness - human: 21 (10); PPE: 20; ISP: 30
Skills:
  • Athletics d6 (1HJ)
  • Common Knowledge d6 (core+1)
  • Language (Trade 4) d6 (2)
  • Notice d8 (core+1+1 adv)
  • Persuasion d4
  • Stealth d6 (core+1)
  • Fighting d6 (1+1HJ)
  • Intimidation d6 (2)
  • Shooting d4 (1HJ)
  • Spellcasting d6 (1HJ)
  • Psionics d10 (1HJ+1+1adv)
  • Occult d6 (1+1HJ)

Hindrances
  • Vengeful (Major - Celestial IF): For being the less physically violent of the brothers, Kal takes offense far worse. Any wrong done to any of the brothers gets repaid in kind and in full, oftentimes with interest. His vengeance may not be outright violence, but it is more subtle, and usually more sinister.
  • Outsider (Major - Dragon IF): Kal has been locked in a PPE battery for 5 decades and spent a great deal of time locked in his own consciousness, dwelling on the workings of the mind. He is awkward at best around people who aren't his brothers. (Subtract 2 from Persuasion rolls.)
  • Code of Honor (Major - Chosen): Kal operates by what many would call a Code of Honor, though that code becomes less rigid when dealing with matters of revenge. In normal dealings, he will honor any contract he enters into, he will not break his word, nor will he inflict a final blow on an unarmed foe. (Rendering a target / mark / contract unconscious for transport is perfectly legitimate.) However, this code becomes null and void if he is exacting revenge for a transgression against him or his brothers.
  • Suspicious (Minor - Chosen): Kal, Mal, and Zil were fooled once before. If you haven't proven yourself and your motives pure in some way, Kal tends to be distrustful of new associates, great deals, and generous offers. Even if you've demonstrated respectable behavior, he's still likely to keep an eye on you.
  • Cautious (Minor - Chosen): Kal is a planner. Oftentimes to a fault. He tends to have backup plans for his backup backup plans before executing his primary plan.

Racial Abilities
  • Armored Hide: +18 MDC armor and +6 Toughness (plus size)
  • Bite/Claws: Natural weapons do Str + d4 MD, AP equal to size, Bite has reach equal to additional Wounds granted by Size (1 at Large)
  • Expanded Awareness: Detect Arcana as Innate ability with reduced PP cost from Range (Self) and Aspect limitations. May sense supernatural beings within line of sight with a Notice check.
  • Extended Metamorphosis: May maintain metamorphosis of a single humanoid form for hours equal to 3x Spirit before needing 6 hours of rest.
  • Starfarer: Celestial dragons are at home in space. They add 6" to their Flight pace, and in space, may travel at the speed of light.
  • Flight: Celestial dragons may fly at Pace 18" (including Starfarer) and may "run" for extra movement.
  • Infravision: Dragons halve penalties for bad lighting when attacking targets that radiate warmth.
  • Inherently Magical: Begin with AB: Magic, 20 PPE, Spellcasting d4, and 3 LLW powers. Gain +10 PPE from PP Edge.
  • Keen Claws: RF dragon claws are especially large and sharp, gaining +4 AP.
  • Major Psionic: Celestial dragons begin with AB: Psionics, 20 ISP, Major Psionic edge, Psionics d4, Speak Language, and two other powers; one from minor Psi list, one from Mind Melter list.
  • Mighty: Begin with Strength d12+3, Vigor d10
  • Nigh-Immortality: Hatchlings mature around 600 years of age and can live up to 12,000 years. Immune to Hazards of cold, heat, hunger, thirst, disease, poison, drowning, electricity, and radiation.
  • Resistant to Fire & Cold: -4 damage from all heat and cold based attacks
  • Size 6 (Large): Hatchlings gain a 4th Wound level and add +6 Toughness when in dragon form (in addition to Armored Hide)
  • Slow Regeneration: May make a natural healing roll 1x / day. Permanent injuries recover once all Wounds are regenerated. Treat each Injury as an additional Wound for purposes of recovery.
  • Tail Lash: Athletics skill to attack all enemies adjacent to the rear or side, ignoring Scale penalties for this attack. This attack may be Evaded. Those who fail suffer Str + d8 MD.
  • Toxic Breath: May breathe a purple cloud of poison in a cone, or arc a MBT cloud up to 18" distant. Those caught in the area without independent air supply must check Vigor at -2 or be Incapacitated for d4 minutes, double with Crit Fail.

Edges and Iconic Abilities
  • Twin Soul
    Requirements: Novice, d6 Spirit, mind link, and either Beast Bond, Sidekick or being actual twins
    You have a special and persistent bond with another being. Your bond mate has the perpetual benefits of the mind link power with you, ignoring range. In addition when you activate a beneficial power that can affect multiple targets, both you and your twin soul gain the benefits of that power. This even allows self only powers to affect your bond mate.
    The following powers are affected by this edge, regardless of the arcane background mind link is sourced from: arcane protection, boost Trait, damage field, deflection, protection, smite, speed, and warrior's gift.
    Unfortunately this bond can be perceived when looked for by rolling detect arcana -2 (no modifier with exalted detect arcana). On a success they can perceive the thread connecting the two being and target either target through the other.
    The bond mate with this Edge can also sense the general health and well being of the other with a Notice roll, as an action. On a raise, this gives precise information, such as wound and fatigue levels, infected or poisoned status, and shaken or stunned states.
    Note: When this edge is taken it is a one way benefit, unless the bond mate likewise takes the edge.
  • Dragon Master Psychic: Gains Master Psionic edge and learns one Mind Melter power. New Powers edges taken may select 1 from MM list, one from minor list.
  • Fast Regeneration: May make a natural healing roll every round. Gains +2 to recover from Shaken and Stunned.
  • Dragon Metamorphosis: May change shape and size, appearing as any living creature from the size of a house cat to anything his natural size and weight. He can maintain any form indefinitely, even while sleeping. Gains no special properties of the creature he mimics, only the size and appearance.
  • Dragon Grows Larger: Gain 1 die type in Strength and grows to Size 7 (Large), gaining +4 Armor and +1 Toughness for the Size increase.
Powers - Magic - all chosen at creation
Boost/Lower Trait
Telekinesis
Intangibility

Powers - Psionic
Speak Language - IF
Mind Link - IF
Detect Arcana (innate) - IF
Puppet (auto-raise) - IF
Warrior's Gift - New Powers, Seasoned
Relief - New Powers, seasoned
Illusion - Dragon Master Psi edge

Powers - Arzno Exterminator
Boost Trait (Strength)
Deflection
Invisibility - Added
Barrier - Added
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Re: Kalaetheryan - Celestial Dragon

Post by Kalaetheryan »

Powers, Magic
PPE: 20 - Recovery: 5/hour

Bolster My Brother / Burden My Enemy [Boost/Lower Trait] (2) [Novice]
  • Range: Smarts
  • Duration: Boost: 5 / Lower: Instant
  • Trapping: Boost: traces of magical electricity arc across the recipient's body, giving them a surge of energy.
    Lower: magical electricity arcs across the victim's body, causing spasms and shorts in the nervous system.
  • Effect: Boosts or Lowers a target's chosen Attribute or Skill. Boost: Increases the Trait by 1 die type on success, 2 on a Raise. Lower: Reduces the Trait by 1 die type on a success, 2 on a Raise. Target of Lower Trait gets free Spirit roll to shake off the effects at the end of their following turns. Successful resist reduces the effect by 1 die type, Raise eliminates it completely.
  • Modifiers
    [Additional Recipients](1/per) May affect additional targets at 1 PPE per additional target
    [Strong](1) Lower only, Spirit roll to shake off is made at -2
    [Fatigue](2) Lower Trait also causes Fatigue, but cannot Incapacitate
    [Hinder/Hurry](1) Lower Trait also slows the target, reducing Pace by 2; Boost Trait hurries the target, adding +2 Pace
    [Range](1/2) Double range for 1, triple range for 2
Incorporeal Form [Intangibility] (5) [Heroic]
  • Range: Smarts
  • Duration: 5
  • Trapping: The recipient's form blurs slightly.
  • Effect: The recipient becomes incorporeal, unable to affect or be affected by the physical world. He can travel through walls, and non-magical weapons pass through him. Any items carried at the time of the casting are also intangible. While incorporeal, he may affect and be affected by other intangible beings and supernatural attacks, including powers and enchanted items. If the power ends while he is within an occupied space, he is shunted to the nearest open space and Stunned. An unwilling target resists with Spirit.
  • Modifiers
    [Range](1/2) Double range for 1, triple range for 2
    [Hurry](1) While Intangible, the target is quickened, adding +2 Pace
    [Glow/Shroud](1) Glow adds soft light in a SBT around the target, subtracting 2 from Stealth and negating 1 point of Illumination penalty for those attacking the glowing character; Shroud dims and obscures the target so attacks against suffer -1 penalty and adds +1 to Stealth rolls
Telekinesis [Telekinesis] (5) [Seasoned]
  • Range: Smarts x 2
  • Duration: 5
  • Trapping: tendrils of mystic force envelop the chosen object
  • Effect: May move objects or creatures with arcane will. Strength is d10, or d12 on a raise. Unwilling opponents resist the caster with Spirit when targeted and at the start of subsequent turns until they're released. May wield tools / weapons with TK as an action. Use the relevant skill, not the arcane skill.
  • Modifiers
    [Fatigue](2) A creature grappled by Telekinesis also suffers Fatigue, this cannot Incapacitate
    [Range](1/2) Double range for 1, triple range for 2
Powers, Psionic
ISP: 40 - Recovery: 5/hour

See The Mystic Truth [Detect Arcana] (1 - Innate) [Novice]
  • Range: Smarts
  • Duration: 5
  • Trapping: Eyes flash briefly with a muted glow.
  • Effect: May see and detect all supernatural objects, persons, or effects in sight. With a raise, caster knows the type of enchantment. May ignore up to 4 points of penalties when attacking foes hidden by magical darkness, invisibility, or similar abilities (or all penalties with a raise).
  • Modifiers
    [Exalted Detect Arcana](2) May learn active powers, supernatural creature, enchantments present, PPE/ISP possessed by a target, weaknesses & invulnerabilities
    [Presence Sense](1) Able to sense the presence and exact location of living beings within range like a radar; no longer requires Line of Sight to locate living beings
    [Range - Self](-1) Power is self-cast only
    [Aspect](-1) Detect Arcana only
Psionic Link [Mind Link] (1) [Novice]
  • Range: Smarts
  • Duration: 30 minutes
  • Trapping: None
  • Effect: Creates a telepathic connection between two individuals (not necessarily including the caster). The link accommodates only willing subjects and communication. Thoughts must be consciously transmitted. Once activated, the Range is 1 mile, or 5 miles with a raise. If any linked characters suffer a Wound, all others must make a Smarts roll or be Shaken (cannot cause a Wound). Speed of communication is normal speech, but with a raise, linked minds may transmit up to 30 seconds of speech in a single combat turn.
  • Modifiers
    [Additional Recipients](1/per)
    [Exalted Mind Link](2) Caster may broadcast a short message to every sentient mind within a mile radius (5 miles with a raise). Caster can only broadcast, and cannot receive
    [Telepathic Switchboard](5) Allows the caster to connect up to Smarts in minds as a switchboard, creating open communication for all connected. Targets must be willing individuals within 1 mile, or 5 with a raise
    [Range](1/2) Double range for 1, triple range for 2
Tongues of Babel [Speak Language] (1) [Novice]
  • Range: Smarts
  • Duration: 10 minutes
  • Trapping: None
  • Effect: Allows the character to read, speak, and write a sapient language. Raise allows use of slang and dialect.
  • Modifiers
    [Additional Recipients](1/per) May affect additional targets at 1 PPE per additional target
    [Mass Understanding](5) Causes characters within Smarts x 2 to understand each other, regardless of language
    [Glow/Shroud](1) Glow adds soft light in a SBT around the target, subtracting 2 from Stealth and negating 1 point of Illumination penalty for those attacking the glowing character; Shroud dims and obscures the target so attacks against suffer -1 penalty and adds +1 to Stealth rolls
    [Range](1/2) Double range for 1, triple range for 2
Draconic Domination [Puppet - Auto-Raise] (3) [Veteran]
  • Range: Smarts
  • Duration: 5
  • Trapping: None
  • Effect: Opposed Spellcasting roll vs. target's Spirit. On success, the victim obeys commands that don't directly harm himself or those he cares about. On a Raise, the target is completely controlled, but gets automatic Spirit roll as free action to avoid direct harm to himself or those he cares about. With a success, the puppet ignores that particular command to harm himself or those he cares about, but does not break out of control. On a Raise, the target breaks control and the spell is ended.
  • Modifiers
    [Additional Recipients](2) may affect others at the cost of 2 PP each
    [Mind Control](3) Spirit rolls to resist commands are -2, or -4 with a Raise. Mind Link extends control to any distance, even out of sight
    [Glow/Shroud](1) Glow adds soft light in a SBT around the target, subtracting 2 from Stealth and negating 1 point of Illumination penalty for those attacking the glowing character; Shroud dims and obscures the target so attacks against suffer -1 penalty and adds +1 to Stealth rolls
    [Range](1/2) Double range for 1, triple range for 2
Respite [Relief] (1) [Novice]
  • Range: Smarts
  • Duration: Instant
  • Trapping: None
  • Effect: Relief removes one Fatigue level, or two with a Raise. It can also remove Shaken status, removing Stunned with a Raise.
  • Modifiers
    [Additional Recipients](1/per) may affect more than one target for 1 ISP each
    [Mass Relief](2/3) 2 affects all allies in MBT; 3 is LBT
    [Range](1/2) Double range for 1, triple range for 2
A Trick of the Mind [Illusion] (3) [Novice]
  • Range: Smarts
  • Duration: 5
  • Trapping: None
  • Effect: Illusion creates a visual scene of anything the caster can imagine, but it is silent, intangible, and cannot affect the real world. Those who doubt the Illusion may make a free action Smarts roll (at -2 with a raise). The volume of the illusion must fit in an MBT.
  • Modifiers
    [Sound](1) The illusion may generate sound appropriate to the illusion.
    [Strong](2) Smarts rolls to disbelieve are made at -2
    [Deadly Illusion](3) The illusion may attack or otherwise cause harm. Once per turn (including the turn it's activated) the caster may use a free action to "attack" a target. This is opposed roll of caster's Arcane skill vs. target's Smarts (at -2 with a raise). May make additional attacks as actions. If the caster wins, the target is Shaken, but this cannot cause Incapacitation. With a raise, the target suffers a Wound, which can cause Incapacitation.
    [Greater Illusion](1) The illusion is increased to an LBT, and the duration is in minutes.
    [Mobility](1/2) The illusion may move at Pace 12 for 1 ISP, or Pace 24 for 2 ISP.
    [Reach](1/2) The Illusion can stretch / reach beyond the normal diameter. The reach is 12" for 1 ISP, or 24" for 2 ISP. This may be used in conjunction with the DI modifier to simulate a lashing tentacle, power, or ranged attack.
    [Range](1/2) Double range for 1, triple range for 2
    [Glow/Shroud](1) Glow adds soft light in a SBT around the target, subtracting 2 from Stealth and negating 1 point of Illumination penalty for those attacking the glowing character; Shroud dims and obscures the target so attacks against suffer -1 penalty and adds +1 to Stealth rolls
    [Fatigue](2) A creature affected by the Illusion also suffers Fatigue. This cannot Incapacitate.
    [Hinder/Hurry](1) The Illusion may additionally slow the target, reducing Pace by 2
Skill of the Father [Warrior's Gift] (4) [Seasoned]
  • Range: Smarts
  • Duration: 5
  • Trapping: None
  • Effect: The recipient gains the benefits of a single Combat Edge chosen by the caster. With a Raise, the recipient gains the Improved version, if available. The caster must have the same rank or higher than the Edge's requirements.
  • Modifiers
    [Additional Recipients](1/per target)
    [Greater Warrior's Gift](4) recipient gains 2 Combat Edges at once
    [Range](1/2) Double range for 1, triple range for 2
    [Glow/Shroud](1) Glow adds soft light in a SBT around the target, subtracting 2 from Stealth and negating 1 point of Illumination penalty for those attacking the glowing character; Shroud dims and obscures the target so attacks against suffer -1 penalty and adds +1 to Stealth rolls
    [Hurry](1) Hurry quickens the target, adding +2 Pace
Powers contained in armor - human form only
All powers are Range - Self only; PPE / ISP cost reduced accordingly

Wall of Force [Barrier] (1) [Seasoned]
  • Range: Smarts
  • Duration: 5
  • Trapping: An opaque wall of churning eldritch energy materializes in front of the caster.
  • Effect: Creates a straight wall 5" long and 1" tall of immovable material that conforms to the surface it's cast on. Wall has a Hardness of 10, and may be destroyed. Spell does not leave the wall material behind when it ends.
  • Modifiers: None
Strengthen [Boost Trait, Strength only] (1) [Novice]
  • Range: Self Only
  • Duration: Boost: 5
  • Trapping: Boost: traces of magical electricity arc across the recipient's body, giving them a surge of energy.
  • Effect: Boosts the wearer's Strength Attribute. Increases the Trait by 1 die type on success, 2 on a Raise.
  • Modifiers: Self Only
Drake's Evasion [Deflection] (2) [Novice]
  • Range: Self only
  • Duration: 5
  • Trapping: A magical prism of force surrounds the recipient, deflecting attacks and lasers in random directions.
  • Effect: Deflection misdirects incoming melee and missile attacks. Success is -2 to all attacks, Raise is -4.
  • Modifiers: None
Shroud of Invisibility [Invisibility] (4) [Seasoned]
  • Range: Self only
  • Duration: 5
  • Trapping: A cloud of magical energy swirls around the recipient, obscuring his form, and then disappearing.
  • Effect: The character and his personal items are transparent except a faint blur or outline. Any action taken against him that requires sight is at -4, or -6 with a raise. The same penalty applies to Notice rolls.
  • Modifiers: None
Kalaetheryan
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Re: Kalaetheryan - Celestial Dragon

Post by Kalaetheryan »

Background
Kalaetheryan, Malaetheryan, and Zilaetheryan are triplets, born of the same father and mother. Unlike most dragons, they like each other, and remained together and united, each one's power complementing the other. Kal tended towards the more cerebral pursuits, Mal favored the arcane, while Zil was a much more adept fighter. There were few enemies or obstacles the three of them couldn't overcome together.
50 years ago, a promise of ruling over a world of wealth and magic led them into a foul trap. The elf Ishiasha (Daughter of Fate in dragonese) tricked and captured them. She took them, bound and powerless, to a Runesmith. The Runesmith was, herself, an exceedingly old and powerful dragon. Unable to give birth to her own brood, she resorted to capturing young dragons. The Aetheryan brothers were bound together in a battery of arcane energy, which was installed into a great space ship. For 50 years, they knew only agony and torment as they were constantly filled, then drained, of PPE in order to fuel the craft.
Having been freed from their terrible confinement by the crew of the Remorseless, they have joined with the mercenaries in order to make their mark on the multiverse, eventually hoping to exact their revenge on Ishiasha and the Runesmith.
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Re: Kalaetheryan - Celestial Dragon

Post by Kalaetheryan »

Gear

Bandito Arms Branaghan Special Armored Overcoat (Rifts Patron Item)
Image
• +2 Armor and +1 Toughness
• This protection can stack with other non-MDC body armor (but not MDC armor, they have no effect)without an increase to the Strength Minimum required to wear the base armor, unlike other armored coats and cloaks. It is usually worn over such armor.
• No Minimum Strength Requirement (5 lbs.)
Features:
The internal pockets can be utilized to carry 1 each of the following item types: small, one-handed weapons, canteen, minor items or individual tools.
• Pocket:
• Pocket:
• Pocket:
• Pocket:
• Pocket:
• Pocket:
• Pocket:
• Pocket:


Arzno TWA-1600 Exterminator EBA (TW)
• Armor: +8 Toughness: +3
• Weight: 18 lbs (Min Str: d8)
• Notes: Spellcasting d8; 1 PPE/ISP per hour adds +2 die types Strength; includes silver spikes (+1d4 damage to unarmed attacks) for fighting vampires
• Powers: boost Trait (Strength), Deflection, Invisibility, Barrier
• Rarity: -4; Cost: 225,000

Naruni N-F20A Medium Force Field
  • +3 Toughness
  • e-clip powered, 10 hours
  • Weight: 10 lbs
  • Rarity: -5; Cost: 75,000
Iceblast Shotgun
  • • Range: 12/24/48
    • Dmg: 1-3d8+1, AP: 0
    • ROF: 1
    • Shots: 2
    • Weight: 8 lbs. (Min Str: d6)
    • Notes: on a raise, target iced per sloth. Double Barrels (may fire both barrels at +4 damage); may also use standard shotgun shells
    • Rarity: -2 Cost: 40,000
TW Longsword
  • Damage: Str+d10+2 AP 6
  • Min Str: d8; Weight, 3 lbs
  • Notes: 1 PP, +2 Fighting, MD;
  • Cost: 35,000; Rarity: -1
Dragonbane Blade (Patron Item)
Image
Legendary Enchanted Dagger
Damage: Str+2d6, Mega Damage, AP 8
Magic Features
• Dragon Slayer: The wielders of these blades find themselves with the powers of anti-draconic champions, gaining the Champion edge as it relates to Dragons only. Additionally the weapon's AP doubles against dragons.
• Radiates Enmity: The bearer of this blade, due to its powerful and palpable enchantments, suffer a –2 penalty to Persuasion rolls when dealing with dragons and dragons may become hostile with little provocation.
• Claw-Seeking Blade; Additionally this weapon adds +1 to Parry and +1 to Fighting.
• No Min Str (1 lb.)


Credits:


Contacts
Kalaetheryan
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Re: Kalaetheryan - Celestial Dragon

Post by Kalaetheryan »

Advances
  • Initial Advances: (Bonus from Hindrances): +1 Sm, Twin Soul
  • Novice 1 Advance: +1 Sp
  • Novice 2 Advance: +1 Psi, +1 Survival
  • Novice 3 Advance: PP edge - Psi
  • Seasoned 1 Advance: Dragon Master Psychic (Illusion)
  • Seasoned 2 Advance: +1 Spirit
  • Seasoned 3 Advance: New Powers (Warrior's Gift, Relief)
  • Seasoned 4 Advance: PP edge - Psi
  • Veteran 1 Advance: Fast Regeneration
  • Veteran 2 Advance: Dragon Metamorphosis
  • Veteran 3 Advance: Dragon Grows Larger
  • Veteran 4 Advance: +1 Smarts
  • Heroic 1 Advance: Huge
  • Heroic 2 Advance: +1 Spirit
  • Heroic 3 Advance: SKILLS or NEW POWERS
  • Heroic 4 Advance: Power Points
  • Legendary 1 Advance:
  • Legendary 2 Advance:
  • Legendary 3 Advance:
  • Legendary 4 Advance:
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Re: Kalaetheryan - Celestial Dragon

Post by Kalaetheryan »

4/7/2020, S4 Advance: Power Points Edge - Psionics
7/2/2020: V1 advance, Fast Regeneration
12/1/2020: V2 Advance, Dragon Metamorphosis
1/2/2021: V3 advance, Dragon Grows Larger
4/5/2021: V4 advance, +1 Smarts
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Re: Kalaetheryan - Celestial Dragon

Post by Kalaetheryan »

7/2/2020: V1 advance, Fast Regeneration
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Re: Kalaetheryan - Celestial Dragon

Post by Kalaetheryan »

12/1/2020: V2 Advance, Dragon Metamorphosis
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Re: Kalaetheryan - Celestial Dragon

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1/2/2021: V3 advance, Dragon Grows Larger
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Re: Kalaetheryan - Celestial Dragon

Post by Kalaetheryan »

Current Status Post 4/5/2021
Bennies: 3
Parry: 5
Wounds: 0/4; Fatigue: 0/2
Toughness (dragon form): 42 (22) MD; Toughness (minotaur form, w/ Force Field): 24 (10)
PPE: 20 / 20
ISP: 40 / 40
Pertinent Edges: Master Psionic, Fast Regeneration
Active Powers: None
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